Quote: --- Original message by: Masters1337Played a bit and encountered some weird errors.

Jackals seem to be using wrong collision and actor variant, they also seem to fire way quicker than they should.AR is still 50 rounds

I'll edit and add more as I encounter problems.

There may still be lingering evolved tags. checking now if this is the case for the jackal sniper or any marines.

Please list anything you notice. This is just for fun so you guys can explore the new areas and get a more polished example of the Christmas release. But it also helps me having a handful of people trying to legitimately play it and go "WTF is this" as I'm going along.

Edit: jackal using an evolved AI tag. Fixing that nowEdited by DeadHamster on Apr 12, 2017 at 02:14 PM

I'm now able to build maps exceeding the model data limit. This means that I can start rapidly expanding on my scenery items. I plan on adding large amounts of detail with these items that I won't have to build into the mapfile itself.

But ontop of that, I can include the local militia that was intended;

Credits to bungie and all. Rigging that biped up now.

Militia will use mainly shotguns and SMGs.

Another implementation;

Female marines. Haven't found them anywhere else. Mix some of them in too. It'll take a while to rig both but eh, it's only 2 bipeds.

Quote: --- Original message by: Masters1337you should get some of those Reach civilians in there too ;).

Was very upset H3 had no civilian bipeds. Thats also been a plan, but ill have to DL some reach maps.

Spartan thank you so much for the posts. You were right on the +sky part, that area will be blocked by a fence. Only for theming, makes the level feel open.

Ill have to track down that BR as I believe its an evolved tag. And then fix the HUD for those grenades.

Edit: Also something is very wrong with the HUD; the only "blue" elements should be the two extra grenades type by an oversight. The reticle, weapon icon and ammo bullets should all be tan as well.Edited by DeadHamster on Apr 13, 2017 at 07:39 PM

Yeah the damage scale with the evolved set makes them completely incompatible. Very unhappy to still see those stragglers, not sure where they come from.

I really like that HUD color. Does anyone else see it as gray as well? I agree however, that it blends in way too much with the background bitmaps. I'll have to tweak it, but it'll most likely just be more saturation.

I already went ahead and downloaded like 6 different Reach maps and the corresponding shared resource caches. Will be ripping civilians and other content from there soon as well.

Just downloaded the map and played a little bit. The idea of it seems fun, I enjoy it.However there seems to be a bug with the shield regeneration noise, if you lose too much of your shield and it recharges it plays the breathing noise, but it speeds up and then the sound turns inaudible (sorta a buzzing noise).

I've removed all Evolved weapon tags from the mapfile completely, and have fixed the jackal sniper as well. The jackal sniper currently uses a collision that gives him a jackal shield, however it's not visible in the render model of the biped. Will fix soon, but my attention has been elsewhere as of late;

I'm currently adding 1 more BSP, to the oppsoite end of the bridge. It's nearly attached now. After the next BSP, I don't think I'll be adding any more. I currently utilize; Outskirts, Turf, Headlong, Terminal, Tombstone, Ivory Tower, Metropolis (2), Chronopolis and New Mombasa. That's 10 pieces of level geometry that have been merged in some manner into the level layout, and the last bit will make 11.

kirby could fix it and some one else extract the files to port them to hce.

They were forced to make a playable demo for E3, but it wasn't capable of running on Xbox hardware. The level layout was far too large for their AI battles as well. It was literally a cutscene where the player had control. After the demo they had to trash not only the level (way too big to populate/draw on Xbox), they also trashed the engine they used because it couldn't feasibly run actual levels on an Xbox. They went a year after that demo without a playable engine for Halo.

In other news;

Shaders processed from 3DS max exports using the Fudd Shader tool. I did not have to setup a single shader tag in Guerilla to get that ingame.

kirby could fix it and some one else extract the files to port them to hce.

They were forced to make a playable demo for E3, but it wasn't capable of running on Xbox hardware. The level layout was far too large for their AI battles as well. It was literally a cutscene where the player had control. After the demo they had to trash not only the level (way too big to populate/draw on Xbox), they also trashed the engine they used because it couldn't feasibly run actual levels on an Xbox. They went a year after that demo without a playable engine for Halo.

B30 is about 370,000 polies when viewed from above fully-populated with game scripts running. When portaling, just put them wherever you think the player's view is obstructed. But don't place them every 30 meters as too many portals causes geometry popin

Also, you actually used the fudd tool?! :DSo awesome not having to set shaders upEdited by OrangeJuice on May 11, 2017 at 03:53 PM

B30 is about 370,000 polies when viewed from above fully-populated with game scripts running. When portaling, just put them wherever you think the player's view is obstructed. But don't place them every 30 meters as too many portals causes geometry popin

Also, you actually used the fudd tool?! :DSo awesome not having to set shaders upEdited by OrangeJuice on May 11, 2017 at 03:53 PM

Also, my main concern is not so much in rendering, but in filesize limits. I'm already approaching several limits in the mapfile and have already bypassed others using various hacked OpenSauce tools. After stripping evolved tags the mapfile is just shy of 500mb without the new BSP. TSC: E was ~570.

Quote: --- Original message by: OrangeJuiceAlso, you actually used the fudd tool?! :DSo awesome not having to set shaders up

I want to find a way to get the diffuse for groundmaps. They're stored in nestled compositemaps, so I have to find a way to dig into each one and determine which is the diffuse.

Edit: looking into it, groundmaps get really wonky in later games. monochrome bitmaps with color change masks and other strange hoohah. looking into it.Edited by DeadHamster on May 12, 2017 at 05:58 AM

It took 8 .gbxmodel files to contain the model data for the Instance Geometry, and another 4 for the Rendering Geometry. Not all the shaders are compiled at the moment, as you can see from the screenshotsEdited by DeadHamster on May 17, 2017 at 02:11 AM